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ELC 312 DAY 2
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© 2004 Pearson Addison-Wesley. All rights reserved2-2 Agenda Questions? Finish discussion on Object oriented programming Discussion on Character Strings Variables and Assignment Primitive Data Types Expressions Data Conversion Interactive Programs
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© 2004 Pearson Addison-Wesley. All rights reserved2-3 Problem Solving The purpose of writing a program is to solve a problem Solving a problem consists of multiple activities: Understand the problem Design a solution Consider alternatives and refine the solution Implement the solution Test the solution These activities are not purely linear – they overlap and interact
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© 2004 Pearson Addison-Wesley. All rights reserved2-4 Problem Solving The key to designing a solution is breaking it down into manageable pieces When writing software, we design separate pieces that are responsible for certain parts of the solution An object-oriented approach lends itself to this kind of solution decomposition We will dissect our solutions into pieces called objects and classes
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© 2004 Pearson Addison-Wesley. All rights reserved2-5 Object oriented concepts object-oriented concepts Classes Blueprints or model for objects Objects Instance of a class Encapsulation Data hiding Self governing Inheritance Classes define classes Software reuse Polymorphism Multiple types of related objects can be handle identically
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© 2004 Pearson Addison-Wesley. All rights reserved2-6 Object-Oriented Programming Java is an object-oriented programming language As the term implies, an object is a fundamental entity in a Java program Objects can be used effectively to represent real- world entities For instance, an object might represent a particular employee in a company Each employee object handles the processing and data management related to that employee
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© 2004 Pearson Addison-Wesley. All rights reserved2-7 Objects An object has: state - descriptive characteristics behaviors - what it can do (or what can be done to it) The state of a bank account includes its current balance The behaviors associated with a bank account include the ability to make deposits and withdrawals Note that the behavior of an object might change its state
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© 2004 Pearson Addison-Wesley. All rights reserved2-8 Classes An object is defined by a class A class is the blueprint of an object The class uses methods to define the behaviors of the object The class that contains the main method of a Java program represents the entire program A class represents a concept, and an object represents the embodiment of that concept Multiple objects can be created from the same class
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© 2004 Pearson Addison-Wesley. All rights reserved2-9 Objects and Classes Bank Account A class (the concept) John’s Bank Account Balance: $5,257 An object (the realization) Bill’s Bank Account Balance: $1,245,069 Mary’s Bank Account Balance: $16,833 Multiple objects from the same class
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© 2004 Pearson Addison-Wesley. All rights reserved2-10 Inheritance One class can be used to derive another via inheritance Classes can be organized into hierarchies Bank Account Account Charge Account Savings Account Checking Account
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© 2004 Pearson Addison-Wesley. All rights reserved2-11 Java 2 SE API More information about specific JAVA packages, classes, objects and methods is available at http://java.sun.com/j2se/1.4.2/docs/api/index.html
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© 2004 Pearson Addison-Wesley. All rights reserved2-12 Summary Chapter 1 focused on: components of a computer how those components interact how computers store and manipulate information computer networks the Internet and the World Wide Web programming and programming languages an introduction to Java an overview of object-oriented concepts
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© 2004 Pearson Addison-Wesley. All rights reserved2-13 Problem Set ONE On Page 56 Complete 1.4 and 1.6 On Page 109-110 Complete 2.2, 2.5, 2.9, 2.12, and 2.16 Upload a zip archive with your *.java files Due September 16 at beginning of class
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Chapter 2 Data and Expressions
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© 2004 Pearson Addison-Wesley. All rights reserved2-15 Data and Expressions Let's explore some other fundamental programming concepts Chapter 2 focuses on: character strings primitive data the declaration and use of variables expressions and operator precedence data conversions accepting input from the user Java applets introduction to graphics
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© 2004 Pearson Addison-Wesley. All rights reserved2-16 Outline Character Strings Variables and Assignment Primitive Data Types Expressions Data Conversion Interactive Programs Graphics Applets Drawing Shapes
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© 2004 Pearson Addison-Wesley. All rights reserved2-17 Character Strings A string of characters can be represented as a string literal by putting double quotes around the text: Examples: "This is a string literal." "123 Main Street" "X" Every character string is an object in Java, defined by the String class Every string literal represents a String object
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© 2004 Pearson Addison-Wesley. All rights reserved2-18 The println Method In the Lincoln program from Chapter 1, we invoked the println method to print a character string The System.out object represents a destination (the monitor screen) to which we can send output System.out.println ("Whatever you are, be a good one."); object method name information provided to the method (parameters)
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© 2004 Pearson Addison-Wesley. All rights reserved2-19 The print Method The System.out object provides another service as well The print method is similar to the println method, except that it does not advance to the next line Therefore anything printed after a print statement will appear on the same line See Countdown.java (page 63)Countdown.java
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© 2004 Pearson Addison-Wesley. All rights reserved2-20 String Concatenation The string concatenation operator (+) is used to append one string to the end of another "Peanut butter " + "and jelly" It can also be used to append a number to a string A string literal cannot be broken across two lines in a program See Facts.java (page 65)Facts.java
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© 2004 Pearson Addison-Wesley. All rights reserved2-21 String Concatenation The + operator is also used for arithmetic addition The function that it performs depends on the type of the information on which it operates If both operands are strings, or if one is a string and one is a number, it performs string concatenation If both operands are numeric, it adds them The + operator is evaluated left to right, but parentheses can be used to force the order See Addition.java (page 67)Addition.java
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© 2004 Pearson Addison-Wesley. All rights reserved2-22 Escape Sequences What if we wanted to print a the quote character? The following line would confuse the compiler because it would interpret the second quote as the end of the string System.out.println ("I said "Hello" to you."); An escape sequence is a series of characters that represents a special character An escape sequence begins with a backslash character ( \ ) System.out.println ("I said \"Hello\" to you.");
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© 2004 Pearson Addison-Wesley. All rights reserved2-23 Escape Sequences Some Java escape sequences: See Roses.java (page 68)Roses.java Escape Sequence \b \t \n \r \" \' \\ Meaning backspace tab newline carriage return double quote single quote backslash
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© 2004 Pearson Addison-Wesley. All rights reserved2-24 Outline Character Strings Variables and Assignment Primitive Data Types Expressions Data Conversion Interactive Programs Graphics Applets Drawing Shapes
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© 2004 Pearson Addison-Wesley. All rights reserved2-25 Variables A variable is a name for a location in memory A variable must be declared by specifying the variable's name and the type of information that it will hold int total; int count, temp, result; Multiple variables can be created in one declaration data type variable name
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© 2004 Pearson Addison-Wesley. All rights reserved2-26 Variable Initialization A variable can be given an initial value in the declaration When a variable is referenced in a program, its current value is used See PianoKeys.java (page 70)PianoKeys.java int sum = 0; int base = 32, max = 149;
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© 2004 Pearson Addison-Wesley. All rights reserved2-27 Assignment An assignment statement changes the value of a variable The assignment operator is the = sign total = 55; The value that was in total is overwritten You can (should) only assign a value to a variable that is consistent with the variable's declared type See Geometry.java (page 71)Geometry.java The expression on the right is evaluated and the result is stored in the variable on the left
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© 2004 Pearson Addison-Wesley. All rights reserved2-28 Constants A constant is an identifier that is similar to a variable except that it holds the same value during its entire existence As the name implies, it is constant, not variable The compiler will issue an error if you try to change the value of a constant In Java, we use the final modifier to declare a constant final int MIN_HEIGHT = 69;
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© 2004 Pearson Addison-Wesley. All rights reserved2-29 Constants Constants are useful for three important reasons First, they give meaning to otherwise unclear literal values For example, MAX_LOAD means more than the literal 250 Second, they facilitate program maintenance If a constant is used in multiple places, its value need only be updated in one place Third, they formally establish that a value should not change, avoiding inadvertent errors by other programmers
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© 2004 Pearson Addison-Wesley. All rights reserved2-30 Outline Character Strings Variables and Assignment Primitive Data Types Expressions Data Conversion Interactive Programs Graphics Applets Drawing Shapes
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© 2004 Pearson Addison-Wesley. All rights reserved2-31 Primitive Data There are eight primitive data types in Java Four of them represent integers: byte, short, int, long Two of them represent floating point numbers: float, double One of them represents characters: char And one of them represents boolean values: boolean
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© 2004 Pearson Addison-Wesley. All rights reserved2-32 Numeric Primitive Data The difference between the various numeric primitive types is their size, and therefore the values they can store: Type byte short int long float double Storage 8 bits 16 bits 32 bits 64 bits 32 bits 64 bits Min Value -128 -32,768 -2,147,483,648 < -9 x 10 18 +/- 3.4 x 10 38 with 7 significant digits +/- 1.7 x 10 308 with 15 significant digits Max Value 127 32,767 2,147,483,647 > 9 x 10 18
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© 2004 Pearson Addison-Wesley. All rights reserved2-33 Characters A char variable stores a single character Character literals are delimited by single quotes: 'a' 'X' '7' '$' ',' '\n' Example declarations: char topGrade = 'A'; char terminator = ';', separator = ' '; Note the distinction between a primitive character variable, which holds only one character, and a String object, which can hold multiple characters
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© 2004 Pearson Addison-Wesley. All rights reserved2-34 Character Sets A character set is an ordered list of characters, with each character corresponding to a unique number A char variable in Java can store any character from the Unicode character set The Unicode character set uses sixteen bits per character, allowing for 65,536 unique characters It is an international character set, containing symbols and characters from many world languages
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© 2004 Pearson Addison-Wesley. All rights reserved2-35 Characters The ASCII character set is older and smaller than Unicode, but is still quite popular The ASCII characters are a subset of the Unicode character set, including: uppercase letters lowercase letters punctuation digits special symbols control characters A, B, C, … a, b, c, … period, semi-colon, … 0, 1, 2, … &, |, \, … carriage return, tab,...
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© 2004 Pearson Addison-Wesley. All rights reserved2-36 Boolean A boolean value represents a true or false condition The reserved words true and false are the only valid values for a boolean type boolean done = false; A boolean variable can also be used to represent any two states, such as a light bulb being on or off
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ELC 312 DAY 2
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© 2004 Pearson Addison-Wesley. All rights reserved2-38 Agenda Questions? Problem set one due next class Problem set two will be assigned next class Finish Discussion on Expressions Data Conversion Interactive Programs Graphics Applets Drawing Shapes
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© 2004 Pearson Addison-Wesley. All rights reserved2-39 Outline Character Strings Variables and Assignment Primitive Data Types Expressions Data Conversion Interactive Programs Graphics Applets Drawing Shapes
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© 2004 Pearson Addison-Wesley. All rights reserved2-40 Expressions An expression is a combination of one or more operators and operands Arithmetic expressions compute numeric results and make use of the arithmetic operators: Addition+ Subtraction- Multiplication* Division/ Remainder (modulo)% If either or both operands used by an arithmetic operator are floating point, then the result is a floating point
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© 2004 Pearson Addison-Wesley. All rights reserved2-41 Division and Remainder If both operands to the division operator ( / ) are integers, the result is an integer (the fractional part is discarded) The remainder operator (%) returns the remainder after dividing the second operand into the first 14 / 3 equals 8 / 12 equals 4 0 14 % 3 equals 8 % 12 equals 2 8
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© 2004 Pearson Addison-Wesley. All rights reserved2-42 Operator Precedence Operators can be combined into complex expressions result = total + count / max - offset; Operators have a well-defined precedence which determines the order in which they are evaluated Multiplication, division, and remainder are evaluated prior to addition, subtraction, and string concatenation Arithmetic operators with the same precedence are evaluated from left to right, but parentheses can be used to force the evaluation order
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© 2004 Pearson Addison-Wesley. All rights reserved2-43 Operator Precedence What is the order of evaluation in the following expressions? a + b + c + d + e 1432 a + b * c - d / e 3241 a / (b + c) - d % e 2341 a / (b * (c + (d - e))) 4123
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© 2004 Pearson Addison-Wesley. All rights reserved2-44 Expression Trees The evaluation of a particular expression can be shown using an expression tree The operators lower in the tree have higher precedence for that expression a + (b – c) / d a + / -d bc
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© 2004 Pearson Addison-Wesley. All rights reserved2-45 Assignment Revisited The assignment operator has a lower precedence than the arithmetic operators First the expression on the right hand side of the = operator is evaluated Then the result is stored in the variable on the left hand side answer = sum / 4 + MAX * lowest; 1432
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© 2004 Pearson Addison-Wesley. All rights reserved2-46 Assignment Revisited The right and left hand sides of an assignment statement can contain the same variable First, one is added to the original value of count Then the result is stored back into count (overwriting the original value) count = count + 1;
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© 2004 Pearson Addison-Wesley. All rights reserved2-47 Increment and Decrement The increment and decrement operators use only one operand The increment operator ( ++ ) adds one to its operand The decrement operator ( -- ) subtracts one from its operand The statement count++; is functionally equivalent to count = count + 1;
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© 2004 Pearson Addison-Wesley. All rights reserved2-48 Increment and Decrement The increment and decrement operators can be applied in postfix form: count++ or prefix form: ++count When used as part of a larger expression, the two forms can have different effects Because of their subtleties, the increment and decrement operators should be used with care
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© 2004 Pearson Addison-Wesley. All rights reserved2-49 Assignment Operators Often we perform an operation on a variable, and then store the result back into that variable Java provides assignment operators to simplify that process For example, the statement num += count; is equivalent to num = num + count;
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© 2004 Pearson Addison-Wesley. All rights reserved2-50 Assignment Operators There are many assignment operators in Java, including the following: Operator += -= *= /= %= Example x += y x -= y x *= y x /= y x %= y Equivalent To x = x + y x = x - y x = x * y x = x / y x = x % y
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© 2004 Pearson Addison-Wesley. All rights reserved2-51 Assignment Operators The right hand side of an assignment operator can be a complex expression The entire right-hand expression is evaluated first, then the result is combined with the original variable Therefore result /= (total-MIN) % num; is equivalent to result = result / ((total-MIN) % num);
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© 2004 Pearson Addison-Wesley. All rights reserved2-52 Assignment Operators The behavior of some assignment operators depends on the types of the operands If the operands to the += operator are strings, the assignment operator performs string concatenation The behavior of an assignment operator ( += ) is always consistent with the behavior of the corresponding operator ( + )
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© 2004 Pearson Addison-Wesley. All rights reserved2-53 Outline Character Strings Variables and Assignment Primitive Data Types Expressions Data Conversion Interactive Programs Graphics Applets Drawing Shapes
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© 2004 Pearson Addison-Wesley. All rights reserved2-54 Data Conversion Sometimes it is convenient to convert data from one type to another For example, in a particular situation we may want to treat an integer as a floating point value These conversions do not change the type of a variable or the value that's stored in it – they only convert a value as part of a computation
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© 2004 Pearson Addison-Wesley. All rights reserved2-55 Data Conversion Conversions must be handled carefully to avoid losing information Widening conversions are safest because they tend to go from a small data type to a larger one (such as a short to an int ) Narrowing conversions can lose information because they tend to go from a large data type to a smaller one (such as an int to a short ) In Java, data conversions can occur in three ways: assignment conversion promotion casting
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© 2004 Pearson Addison-Wesley. All rights reserved2-56 Assignment Conversion Assignment conversion occurs when a value of one type is assigned to a variable of another If money is a float variable and dollars is an int variable, the following assignment converts the value in dollars to a float money = dollars Only widening conversions can happen via assignment Note that the value or type of dollars did not change
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© 2004 Pearson Addison-Wesley. All rights reserved2-57 Data Conversion Promotion happens automatically when operators in expressions convert their operands For example, if sum is a float and count is an int, the value of count is converted to a floating point value to perform the following calculation: result = sum / count;
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© 2004 Pearson Addison-Wesley. All rights reserved2-58 Casting Casting is the most powerful, and dangerous, technique for conversion Both widening and narrowing conversions can be accomplished by explicitly casting a value To cast, the type is put in parentheses in front of the value being converted For example, if total and count are integers, but we want a floating point result when dividing them, we can cast total : result = (float) total / count;
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© 2004 Pearson Addison-Wesley. All rights reserved2-59 Outline Character Strings Variables and Assignment Primitive Data Types Expressions Data Conversion Interactive Programs Graphics Applets Drawing Shapes
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© 2004 Pearson Addison-Wesley. All rights reserved2-60 Interactive Programs Programs generally need input on which to operate The Scanner class provides convenient methods for reading input values of various types The Scanner class was made available in Java 1.5 it is not available in Java 1.4.2 A Scanner object can be set up to read input from various sources, including the user typing values on the keyboard Keyboard input is represented by the System.in object
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© 2004 Pearson Addison-Wesley. All rights reserved2-61 Reading Input The following line creates a Scanner object that reads from the keyboard: Scanner scan = new Scanner (System.in); The new operator creates the Scanner object Once created, the Scanner object can be used to invoke various input methods, such as: answer = scan.nextLine();
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© 2004 Pearson Addison-Wesley. All rights reserved2-62 Reading Input The Scanner class is part of the java.util class library, and must be imported into a program to be used See Echo.java (page 91)Echo.java The nextLine method reads all of the input until the end of the line is found The details of object creation and class libraries are discussed further in Chapter 3
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© 2004 Pearson Addison-Wesley. All rights reserved2-63 Input Tokens Unless specified otherwise, white space is used to separate the elements (called tokens) of the input White space includes space characters, tabs, new line characters The next method of the Scanner class reads the next input token and returns it as a string Methods such as nextInt and nextDouble read data of particular types More methods in Figure 2.7 on page 90 of text See GasMileage.java (page 92)GasMileage.java
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© 2004 Pearson Addison-Wesley. All rights reserved2-64 Interactive Programs (1.4.2) Programs generally need input on which to operate The BufferedReader class provides convenient methods for reading input values of various types A BufferedReader object can be set up to read input from various sources, including the user typing values on the keyboard Keyboard input is represented by the System.in object
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© 2004 Pearson Addison-Wesley. All rights reserved2-65 Reading Input (1.4.2) The following line creates a Scanner object that reads from the keyboard: BufferedReader buf = new BufferedReader (new InputStreamReader(System.in)); The new operator creates the BufferedReader object Once created, the BufferedReader object can be used to invoke various input methods, such as: answer = buf.readLine();
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© 2004 Pearson Addison-Wesley. All rights reserved2-66 Reading Input (1.4.2) The BufferedReader class is part of the java.io class library, and must be imported into a program to be used See Echo142.javaEcho142.java The read Line method reads all of the input until the end of the line is found The details of object creation and class libraries are discussed further in Chapter 3
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© 2004 Pearson Addison-Wesley. All rights reserved2-67 Reading numbers readLine() only works with string objects To covert a string to a primitive data type it must be parsed int nun = Integer.parseInt(string); double num Double.parseDouble(string); See GasMileage142.javaGasMileage142.java
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© 2004 Pearson Addison-Wesley. All rights reserved2-68 Outline Character Strings Variables and Assignment Primitive Data Types Expressions Data Conversion Interactive Programs Graphics Applets Drawing Shapes
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© 2004 Pearson Addison-Wesley. All rights reserved2-69 Introduction to Graphics The last few sections of each chapter of the textbook focus on graphics and graphical user interfaces A picture or drawing must be digitized for storage on a computer A picture is made up of pixels (picture elements), and each pixel is stored separately The number of pixels used to represent a picture is called the picture resolution The number of pixels that can be displayed by a monitor is called the monitor resolution
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© 2004 Pearson Addison-Wesley. All rights reserved2-70 Coordinate Systems Each pixel can be identified using a two- dimensional coordinate system When referring to a pixel in a Java program, we use a coordinate system with the origin in the top- left corner Y X(0, 0) (112, 40) 112 40
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© 2004 Pearson Addison-Wesley. All rights reserved2-71 Representing Color A black and white picture could be stored using one bit per pixel (0 = white and 1 = black) A colored picture requires more information; there are several techniques for representing colors For example, every color can be represented as a mixture of the three additive primary colors Red, Green, and Blue Each color is represented by three numbers between 0 and 255 that collectively are called an RGB value
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© 2004 Pearson Addison-Wesley. All rights reserved2-72 The Color Class A color in a Java program is represented as an object created from the Color class The Color class also contains several predefined colors, including the following: Object Color.black Color.blue Color.cyan Color.orange Color.white Color.yellow RGB Value 0, 0, 0 0, 0, 255 0, 255, 255 255, 200, 0 255, 255, 255 255, 255, 0
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© 2004 Pearson Addison-Wesley. All rights reserved2-73 Outline Character Strings Variables and Assignment Primitive Data Types Expressions Data Conversion Interactive Programs Graphics Applets Drawing Shapes
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© 2004 Pearson Addison-Wesley. All rights reserved2-74 Applets A Java application is a stand-alone program with a main method (like the ones we've seen so far) A Java applet is a program that is intended to transported over the Web and executed using a web browser An applet also can be executed using the appletviewer tool of the Java Software Development Kit An applet doesn't have a main method Instead, there are several special methods that serve specific purposes
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© 2004 Pearson Addison-Wesley. All rights reserved2-75 Applets The paint method, for instance, is executed automatically and is used to draw the applet’s contents The paint method accepts a parameter that is an object of the Graphics class A Graphics object defines a graphics context on which we can draw shapes and text The Graphics class has several methods for drawing shapes
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© 2004 Pearson Addison-Wesley. All rights reserved2-76 Applets The class that defines an applet extends the Applet class This makes use of inheritance, which is explored in more detail in Chapter 8 See Einstein.java (page 97)Einstein.java An applet is embedded into an HTML file using a tag that references the bytecode file of the applet The bytecode version of the program is transported across the web and executed by a Java interpreter that is part of the browser
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© 2004 Pearson Addison-Wesley. All rights reserved2-77 The HTML applet Tag The Einstein Applet
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© 2004 Pearson Addison-Wesley. All rights reserved2-78 Outline Character Strings Variables and Assignment Primitive Data Types Expressions Data Conversion Interactive Programs Graphics Applets Drawing Shapes
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© 2004 Pearson Addison-Wesley. All rights reserved2-79 Drawing Shapes Let's explore some of the methods of the Graphics class that draw shapes in more detail A shape can be filled or unfilled, depending on which method is invoked The method parameters specify coordinates and sizes Shapes with curves, like an oval, are usually drawn by specifying the shape’s bounding rectangle An arc can be thought of as a section of an oval
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© 2004 Pearson Addison-Wesley. All rights reserved2-80 Drawing a Line X Y 10 20 150 45 page.drawLine (10, 20, 150, 45); page.drawLine (150, 45, 10, 20); or
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© 2004 Pearson Addison-Wesley. All rights reserved2-81 Drawing a Rectangle X Y page.drawRect (50, 20, 100, 40); 50 20 100 40
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© 2004 Pearson Addison-Wesley. All rights reserved2-82 Drawing an Oval X Y page.drawOval (175, 20, 50, 80); 175 20 50 80 bounding rectangle
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© 2004 Pearson Addison-Wesley. All rights reserved2-83 Drawing Shapes Every drawing surface has a background color Every graphics context has a current foreground color Both can be set explicitly See Snowman.java (page103)Snowman.java More Graphics methods http://java.sun.com/j2se/1.4.2/docs/api/index.html http://java.sun.com/j2se/1.4.2/docs/api/index.html Find java.awt package and Graphics class
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© 2004 Pearson Addison-Wesley. All rights reserved2-84 Summary Chapter 2 focused on: character strings primitive data the declaration and use of variables expressions and operator precedence data conversions accepting input from the user Java applets introduction to graphics Problem set one due next class
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